Interviews & podcasts
Is technology haunting us? Or we are haunting it? Aleks Krotoski wonders.
Traditional definitions of what is alive seem limited! Toys dance, cry, smile; advanced technologies are “smart”, and trick us making us feel they are present and even alive. Traces from virtual immersion appear and people see and hear things that are not actually there.
Join my conversation with Joe Brown, Science’s Editor in Chief and Executive Editor of Wired, Leigh Haggerwood, expert on horror sound design, Tobias Revell, artist and designer who explores failed utopias and unexplained phenomena and professor Jeffrey Sconce, media and film cultural historian. -With the bonus of the participation of gamers telling us about their Game Transfer Phenomena experiences.
We try to unveil the mysteries of how technology make inanimate things come alive and how sometimes our relation with technology trigger our deepest fears and anxieties, in BBC Radio 4’s Digital Human episode: “Haunted” with a spooky tone for Halloween!
Follow this link to listening the broadcast.
BBC Nottingham (2014) GTP auditory experiences. Minute 01:26
BBC World Service –Click
Just how damaging are violent video games to the developing minds of adolescents and young adults, especially males? A new study from the USA using brain scans suggests that there may be significant changes to brain activity following regular playing of video games. Tom Hummer, an assistant professor of psychiatry at Indiana University in the USA discusses the outcomes of his study. Click is also joined by Angelica Ortiz de Gortari from Nottingham Trent University, in the UK, who is a specialist in Game Transfer Phenomena.
2014 -“Did You Hear Something?”@LateNightGamers discuss the GTP auditory study.
2011- Game Transfer Phenomena PSM discuss the first GTP study
Brain Gain or Drain (2011) Interview about how the research about GTP started. The first Game Transfer Phenomena Study
My guest this week is Angelica Ortiz de Gortari, who will talk about the Game Transfer Phenomena. This young woman is working on her doctoral degree in the International Gaming Research Unit at Nottingham Trent University in the United Kingdom. Originally from Mexico, Angelica has been fascinated with gaming and it’s effects for some time. Just as with my work on the effects of gaming on dreams, Angelica has found that when awake the game remains alive after the play ceases. That is, both intentionally and unintentionally gamers continue to use game based experiences in the real world. Angelica points to a wide variety of instances in her article which is about to appear in the International Journal of Cyber Behavior, Psychology and Learning. She points out that the more engaged in the game the player is the more likely they are to experienced game transfer to waking reality. She notes in her article that “Approximately half of the participants reported having thoughts about using elements from video games to resolve real life issues such as: using a boomerang or a hook, using a gravity gun to get things they cannot reach, zoom with sniper rifle to see something faraway, etc.